














Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Cornac |
Class | Rogue |
Level / Exp | 35 / 7% |
Size | medium |
Lifes / Deaths | Killed by Aletta Soultorn at level 33 on the 33rd Regrowth 123rd year of Ascendancy at 10:00 / 2Killed by Siiad the thalore at level 35 on the 50th Regrowth 123rd year of Ascendancy at 23:49 |
Primary Stats
Strength | 25 (base 11) |
Dexterity | 73 (base 60) |
Constitution | 40 (base 23) |
Magic | 18 (base 10) |
Willpower | 16 (base 10) |
Cunning | 87 (base 60) |
Resources
Life | -360/939 |
Stamina | 145/217 |
Healing Factor | 1.3822297605396 |
Regeneration | 4.4922467217537 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -987 |
Infravision | 6 |
See Stealth | 49.75601229333 |
See Invisible | 67.75601229333 |
Stealth | 63 |
Offense: Mainhand
Damage | 104 |
Accuracy | 61 |
Crit Chance | 37% |
APR | 22 |
Speed | 1.00 |
Offense: Offhand
Damage | 65 |
Accuracy | 61 |
Crit Chance | 44% |
APR | 33 |
Speed | 0.90 |
Offense: Spell
Spellpower | 23 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
Physical | +9% |
Arcane | +18% |
Light | +32% |
All | 0% |
Offense: Damage Penetration
Acid | +5% |
Light | +20% |
Darkness | +10% |
Physical | +25% |
Cold | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 36 (69.007671158813%) |
Defense | 60 |
Ranged Defense | 60 |
Fatigue | 0 |
Physical Save | 31 |
Spell Save | 20 |
Mental Save | 32 |
Defense: Resistances
Acid | + 34%( 70%) |
Blight | + 34%( 70%) |
Arcane | + 29%( 70%) |
Cold | + 27%( 70%) |
All | + 25%( 70%) |
Darkness | + 33%( 70%) |
Light | + 45%( 70%) |
Temporal | + 27%( 70%) |
Physical | + 28%( 70%) |
Lightning | + 30%( 70%) |
Fire | + 34%( 70%) |
Nature | + 34%( 70%) |
Defense: Immunities
Stun Resistance | 40% |
Confusion Resistance | 55% |
Poison Resistance | 12% |
Blind Resistance | 40% |
Silence Resistance | 41% |
Pinning Resistance | 0% |
Disarm Resistance | 50% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 107 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 222 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 640% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Cunning / Artifice | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Stealth | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Duelist | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Assassination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.50 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Stealth |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You failed to protect the injured seer from death by TRYING_MY_BEST_NOT_TO_DIE. Escort: injured seer (level 4 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 5 of Dreadfell. Escort: lost defiler (level 5 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the lost defiler from death by forest wight. Escort: lost defiler (level 6 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved Constitution by +5. | done |
You failed to protect the repented thief from death by skeleton master archer. Escort: repented thief (level 1 of Dreadfell) | failed |
You failed to protect the worried loremaster from death by Saletha the elder vampire. Escort: worried loremaster (level 2 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 429. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed vial of squid ink. * You've found the needed red crystal shard. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed sandworm tooth. * You've found the needed length of troll intestine. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane While equipped: Stats +1 Dex +4 Mag +3 Wil +3 Cun dps ---------- Spell.pwr +8 (+4 eff.) Res.pen +15% cold ----- def ----- Armour +5 Fatigue +4% Crit.chn- 15.00% Silence- +41% Confus- +25% Stun/Frz- +40% Blink to a nearby random location (rad 11) Puts all charms on 14 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +10% darkness ----- def ----- Resists +3% acid +6% fire +6% nature +3% temporal Die.at -40.00 life Max.HP +47.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
On hands | ![]() 1.0 T4 hands armor [Ego+] Master While equipped: ----- def ----- Armour +7 Mind.save +8 (+4 eff.) Max.HP +40.00 Unarmed combat: Power 32.5 - 35.8 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +5 Crit +5.0% Atk.spd 100% On Hit: 10% Battle Shout 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T4 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +9% light Res.pen +10% light +5% acid Melee Ret 6 acid ---------- misc Light +1 Setup a psionic shield, reducing all damage taken by 125 for 5 turns Puts all charms on 14 cooldown 100% to heal for 54. 100% to increase all damage by 21% for 2 turns. 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +9 Str +4 Con dps ---------- Phys.pwr +7 (+2 eff.) Res.pen +10% light On Hit (Melee): * 10% chance to reduce all saves and defense by 22 ----- def ----- Armour +8 Resists +6% nature +7% blight Poison- +12% Disease- +15% ---------- misc Light +3 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +4 Dex +5 Con dps ---------- Dmg.mod +13% light Res.pen +15% physical ----- def ----- Armour +4 Resists +26% light +4% physical Die.at -60.00 life Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: ----- def ----- Armour +2 Defense +25 (+6 eff.) Resists +9% acid +5% arcane +6% lightning Phys.save +6 (+3 eff.) Blind- +10% ---------- misc Infravis +3 Masteries +0.20 Cunning/Survival Amulets make your neck look great! |
In main hand | ![]() 1.0 T4 dagger 1H weapon [Random Unique] Master Power 38.0 - 49.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * 20% chance to reduce damage dealt by 18% While equipped: Stats +5 Str dps ---------- Dmg.mod +9% physical Res.pen +10% physical Acc +23 (+6 eff.) Apr +9 On Hit (Melee): * 10% chance to reduce damage dealt by 18% ----- def ----- Resists +3% cold +6% fire Spell.save +9 (+4 eff.) Sharp, short and deadly. |
Around waist | ![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | ![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Dex, 50% Cun Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+3 eff.) Phys.save +15 (+8 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +3 Con dps ---------- Phys.crit +2.0% Phys.pwr +1 (+0 eff.) ----- def ----- Defense +1 (+0 eff.) Fatigue -3% Die.at -40.00 life ---------- misc Stam/turn +3.00 See.Invis +18 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T5 cloth armor [Ego+] Arcane/Nature While equipped: dps ---------- Dmg.mod +18% arcane ----- def ----- Resists +5% blight +15% all Max.HP +61.00 HP.reg +3.00 Heal.mod +16% ---------- misc Max.mana +32.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 758% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 374 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 203 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 109 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+8 eff.) Spell.save +15 (+7 eff.) Mind.save -7 (-4 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 186 strength, based on Magic) for 5 turns. Uses 13 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
![]() 0.1 T3 amulet jewelry [Random Unique] Disrupt/Master While equipped: dps ---------- Dmg.mod +3% fire ----- def ----- Resists +9% lightning +6% temporal +25% blight +12% nature +5% arcane Poison- +36% Disease- +29% ---------- misc Masteries +0.28 Technique/Mobility +0.28 Technique/Dual techniques +0.28 Technique/Throwing knives Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +3 Wil +2 Mag dps ---------- Crit.mult +14.00% S.pwr/crit +4 Dmg.mod +3% arcane Acc +7 (+2 eff.) Apr +14 ----- def ----- Defense +25 (+6 eff.) Resists +5% arcane Disease- +20% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Mind.crit +2% Crit.mult +13.00% Mind.pwr +15 (+7 eff.) Res.pen +10% mind Acc +5 (+1 eff.) Apr +13 ----- def ----- Resists +18% cold Max.HP +40.00 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +5 Dex +7 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +8 Mag dps ---------- Res.pen +5% nature On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Crit.chn- 15.00% Max.HP +24.00 Disarm- +26% Pinning- +20% Knockbk- +21% ---------- misc Light +2 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Resists +3% blight +22% cold +6% temporal Mind.save +3 (+1 eff.) HP.reg +2.00 Knockbk- +20% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: dps ---------- Res.pen +25% light ----- def ----- Defense +15 (+3 eff.) Resists +15% light +6% lightning Mind.save +7 (+3 eff.) Blind- +20% Confus- +27% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +2 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +2 Wil +3 Con dps ---------- Phys.crit +5.0% Mind.crit +6% Res.pen +15% fire ----- def ----- Resists +5% physical Max.HP +34.00 Disarm- +34% Pinning- +34% Knockbk- +34% ---------- misc Max.hate +4.00 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +6% arcane +12% darkness ----- def ----- Phys.save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Str dps ---------- Crit.mult +10.00% Res.pen +5% physical ----- def ----- Armour +4 Defense +15 (+3 eff.) Resists +5% arcane Mind.save +6 (+3 eff.) Confus- +21% ---------- misc Stam/turn +1.00 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +6% lightning +6% acid ----- def ----- Defense +4 (+1 eff.) Resists +12% light Spell.save +3 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% mind Res.pen +15% darkness Melee Ret 2 fire On Hit (Melee): * 10% chance to reduce damage dealt by 18% * 10% chance to reduce all saves and defense by 22 ----- def ----- Resists +9% darkness +9% mind Max.HP +30.00 Disarm- +34% Pinning- +32% Knockbk- +31% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Mov.spd +16% Dmg.mod +21% nature +12% mind Res.pen +10% acid Acc +9 (+2 eff.) Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 22 ----- def ----- Defense +8 (+2 eff.) Resists +6% nature Blinding Speed: Puts all charms on 21 cooldown Level 2.6 Pwr.cost 21 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 27% for 5 turns. Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +11% mind Res.pen +15% nature Melee Ret 2 mind ----- def ----- Resists +1% physical +11% mind +6% cold Heal.mod +20% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Acc +30 (+8 eff.) ----- def ----- Defense +10 (+2 eff.) Resists +6% acid +6% nature +15% darkness Phys.save +18 (+9 eff.) Spell.save +10 (+5 eff.) Mind.save +12 (+6 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +12% light ----- def ----- Fatigue -6% Resists +24% light ---------- misc Max.enc +24 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego++] Arcane While equipped: Stats +3 Cun +5 Mag dps ---------- Spell.pwr +7 (+3 eff.) ----- def ----- Resists +17% acid +16% fire +13% lightning +14% cold Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +3 Cun +6 Wil dps ---------- Melee+ 8 physical Ranged+ 16 physical On Hit (Melee): * 10% chance to reduce all saves and defense by 22 On Hit (Ranged): * 13% chance to reduce all saves and defense by 22 ----- def ----- Mind.save +12 (+6 eff.) ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 11 cooldown Level 2.0 Pwr.cost 11 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+2 eff.) Max.HP +32.00 Disarm- +31% Pinning- +23% Knockbk- +21% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 12 light Ranged+ 13 light Dmg.mod +10% light ----- def ----- Spell.save +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Mind.save +8 (+4 eff.) Confus- +21% Rings make your fingers look great! |
![]() 3.0 T3 battleaxe 2H weapon [Random Unique] Nature/Master Power 31.5 - 47.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Crit.r2 +8 darkness On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +9 Con +14 Wil dps ---------- Phys.crit +22.0% Crit.mult +24.00% Apr +14 Melee Ret 8 darkness On Hit (Melee): * 10% chance to reduce armor by 23% ----- def ----- Max.HP +48.00 Massive two-handed battleaxes. |
![]() 1.0 T3 dagger 1H weapon Reqs Mag 24 [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 0% Cun, 50% Mag, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+2 eff.) Spell.save +10 (+5 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() 1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex, 0% Cun Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex, 15% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 11 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 67.17 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Cun, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() 1.0 T1 dagger 1H weapon [Rare] Nature Power 10.5 - 13.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 nature While equipped: Stats +2 Con dps ---------- Melee Ret 6 physical ----- def ----- Disease- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Sharp, short and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 4.0 - 4.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Str +6 Dex +3 Mag +2 Wil +6 Cun +6 Con dps ---------- Mind.crit +3% Crit.mult +5.00% Mind.pwr +4 (+2 eff.) Melee+ 8 lightning Dmg.mod +4% lightning Res.pen +6% lightning ----- def ----- Resists +8% lightning Heal.mod +12% Heal/summ +18 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Str +4 Dex +9 Cun +6 Con dps ---------- Phys.crit +8.0% Mind.crit +8% ----- def ----- Resists +5% arcane A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Psionic While equipped: dps ---------- Crit.mult +20.00% Mind.pwr +8 (+4 eff.) Dmg.mod +12% lightning Res.pen +10% physical ----- def ----- Phys.save +17 (+9 eff.) Die.at -60.00 life ---------- misc Max.stam +30.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Ego+] Arcane While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +12% darkness +10% temporal Def/telep +12 Res/telep +10% Dur/telep +11% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 6 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 cloth armor [Rare] Arcane While equipped: Stats +2 Str +2 Mag +4 Con dps ---------- Dmg.mod +18% light Res.pen +15% fire ----- def ----- Resists +27% light +9% all ---------- misc Light +3 Infravis +3 See.Invis +21 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+7 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
![]() 2.0 T3 cloth armor [Ego++] Nature/Psionic While equipped: ----- def ----- Resists +8% blight +10% darkness +12% mind +11% all Phys.save +13 (+7 eff.) Spell.save +10 (+5 eff.) Mind.save +24 (+10 eff.) Max.HP +58.00 HP.reg +2.20 Heal.mod +12% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 feet armor [Rare] Nature While equipped: Stats +3 Cun +2 Con dps ---------- Mov.spd +10% ----- def ----- Armour +3 Fatigue -6% Resists +9% light +9% darkness Max.HP +40.00 ---------- misc Stam/turn +0.30 See.Invis +6 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Melee Ret 2 fire On Hit (Melee): * 20% chance to reduce armor by 23% ----- def ----- Armour +7 Resists +6% fire +6% cold Mind.save +3 (+1 eff.) Max.HP +20.00 Heal.mod +5% A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Dmg.mod +6% nature Res.pen +15% nature On Hit (Melee): * 10% chance to slow global speed by 48% ----- def ----- Armour +4 Resists +6% nature +12% cold Phys.save +8 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +7 (+3 eff.) Silence- +31% Confus- +26% Stun/Frz- +29% ---------- misc Infravis +2 A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Str +5 Mag +3 Wil +5 Cun +7 Con dps ---------- Mind.pwr +4 (+2 eff.) Res.pen +20% darkness +6% physical ----- def ----- Armour +3 Fatigue +2% ---------- misc See.Invis +9 Blindside: Puts all charms on 14 cooldown Level 2.0 Pwr.cost 14 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 10 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Str +3 Dex +3 Cun dps ---------- Dmg.mod +6% fire Res.pen +10% mind +10% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 22 ----- def ----- Armour +1 Resists +6% mind Phys.save +6 (+3 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +4 Apr +1 Crit +6.0% Atk.spd 100% On Hit: 10% Set Up 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Rare] Psionic While equipped: Stats +2 Str +2 Dex +6 Mag dps ---------- Res.pen +15% blight Acc +7 (+2 eff.) ----- def ----- Armour +2 Resists +6% nature Phys.save +6 (+3 eff.) Mind.save +7 (+3 eff.) Disarm- +36% Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Perfect Control 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 7.0 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical ---------- misc Cooldown Clinch -2 Unarmed combat: Power 27.0 - 37.8 Physical Uses 60% Str, 30% Cun, 30% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +5.0% Atk.spd 83% Melee+ +10 acid On Hit: 10% Corrosive Mist 1 On Hit: 20% Earthen Missiles 3 Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
![]() 1.0 T2 hands armor [Ego++] Master While equipped: Stats +6 Str +3 Dex +3 Wil +3 Cun +4 Con ----- def ----- Armour +2 Phys.save +8 (+4 eff.) Disarm- +22% ---------- misc Cooldown Double Strike -1 Masteries +0.20 Technique/Grappling Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +3 Crit +11.0% Atk.spd 100% On Hit: 10% Disarm 3 On Hit: 10% Set Up 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: Stats +3 Con dps ---------- Acc +7 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% Phys.save +24 (+11 eff.) Spell.save +5 (+2 eff.) Mind.save +11 (+5 eff.) Disarm- +44% Unarmed combat: Power 29.5 - 41.3 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +6 Apr +15 Crit +10.0% Atk.spd 83% Melee+ +8 physical On Hit: 10% Juggernaut 1 On Hit: 10% Perfect Control 5 Juggernaut: (Instant) Puts all charms on 16 cooldown Level 4.0 Pwr.cost 16 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 8 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 30.84 to 92.51 lightning damage (61.67 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +6 Defense +3 (+0 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 1.0 Pwr.cost 32 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +5 Str +4 Wil dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +6% lightning +12% arcane Melee Ret 10 lightning ----- def ----- Armour +3 Fatigue +3% Resists +15% lightning +7% physical +6% light Phys.save +10 (+5 eff.) A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +12% mind ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +5% Resists +3% darkness +3% mind +3% all Phys.save +6 (+3 eff.) Die.at -40.00 life Max.HP +20.00 HP.reg +2.00 Stun/Frz- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +6% lightning +9% cold Res.pen +10% lightning On Hit (Melee): * 10% chance to slow global speed by 48% ----- def ----- Resists +20% blight +7% fire +6% darkness While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Str +1 Dex +4 Wil +1 Cun +5 Con dps ---------- Dmg.mod +5% mind ---------- misc Light +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T3 lite [Rare] Psionic While equipped: Stats +2 Str +2 Con dps ---------- Phys.crit +3.0% Mind.crit +7% Mind.pwr +6 (+3 eff.) Dmg.mod +12% physical Res.pen +15% lightning Apr +6 ----- def ----- Defense +15 (+3 eff.) Resists +2% physical Mind.save +7 (+3 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +4 Mag dps ---------- Mind.crit +1% Dmg.mod +3% mind Res.pen +5% acid ----- def ----- Phys.save +6 (+3 eff.) Heal.mod +12% ---------- misc Equi/ret +0.08 Psi/ret +0.04 Light +3 Infravis +1 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 11 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 106 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+6 eff.) Psionic Pull: Level 3.0 Pwr.cost 10 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 53 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +3 Dex +2 Mag dps ---------- Dmg.mod +9% lightning Res.pen +15% mind ---------- misc Infravis +2 Setup a psionic shield, reducing all damage taken by 75 for 5 turns Puts all charms on 14 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: Stats +4 Mag dps ---------- Res.pen +20% lightning Melee Ret 6 lightning 6 blight ----- def ----- Spell.save +3 (+1 eff.) Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 14 cooldown 100% to heal for 50. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 155 mind damage and silencing them for 4 turns Puts all charms on 8 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: Stats +4 Dex dps ---------- Spell.crit +6% Crit.mult +15.00% S.pwr/crit +8 Res.pen +10% light Phasing +30% Heal yourself and all friendly characters within 10 spaces for 320 Puts all charms on 8 cooldown 100% to increase all damage by 21% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 48% ----- def ----- Defense +20 (+5 eff.) Max.HP +60.00 Blind- +20% Confus- +10% Knockbk- +20% ---------- misc Wards +3 fire +4 cold +4 nature +3 arcane Talents +1 Ward Create a shield absorbing up to 266 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 11 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By TRYING_MY_BEST_NOT_TO_DIE the Cornac Rogue level 30
16th Regrowth 123rd year of Ascendancy at 08:41 see stats
By TRYING_MY_BEST_NOT_TO_DIE the Cornac Rogue level 8
8th Mirth 122nd year of Ascendancy at 02:41 see stats
By TRYING_MY_BEST_NOT_TO_DIE the Cornac Rogue level 33
32nd Regrowth 123rd year of Ascendancy at 10:50 see stats
By TRYING_MY_BEST_NOT_TO_DIE the Cornac Rogue level 23
1st Haze 122nd year of Ascendancy at 01:45 see stats
By TRYING_MY_BEST_NOT_TO_DIE the Cornac Rogue level 35
47th Regrowth 123rd year of Ascendancy at 07:42 see stats
By TRYING_MY_BEST_NOT_TO_DIE the Cornac Rogue level 25
3rd Haze 122nd year of Ascendancy at 03:44 see stats
By TRYING_MY_BEST_NOT_TO_DIE the Cornac Rogue level 29
22nd Haze 122nd year of Ascendancy at 00:29 see stats
By TRYING_MY_BEST_NOT_TO_DIE the Cornac Rogue level 10
3rd Flare 122nd year of Ascendancy at 10:57 see stats
By TRYING_MY_BEST_NOT_TO_DIE the Cornac Rogue level 20
33rd Dusk 122nd year of Ascendancy at 03:26 see stats
By TRYING_MY_BEST_NOT_TO_DIE the Cornac Rogue level 30
67th Haze 122nd year of Ascendancy at 17:04 see stats
By TRYING_MY_BEST_NOT_TO_DIE the Cornac Rogue level 29
55th Haze 122nd year of Ascendancy at 20:23 see stats
By TRYING_MY_BEST_NOT_TO_DIE the Cornac Rogue level 33
33rd Regrowth 123rd year of Ascendancy at 09:19 see stats
By TRYING_MY_BEST_NOT_TO_DIE the Cornac Rogue level 8
3rd Summertide 122nd year of Ascendancy at 09:32 see stats
By TRYING_MY_BEST_NOT_TO_DIE the Cornac Rogue level 29
67th Haze 122nd year of Ascendancy at 17:04 see stats
By TRYING_MY_BEST_NOT_TO_DIE the Cornac Rogue level 20
34th Dusk 122nd year of Ascendancy at 16:28 see stats
By TRYING_MY_BEST_NOT_TO_DIE the Cornac Rogue level 29
66th Haze 122nd year of Ascendancy at 14:36 see stats
By TRYING_MY_BEST_NOT_TO_DIE the Cornac Rogue level 24
2nd Haze 122nd year of Ascendancy at 03:24 see stats
By TRYING_MY_BEST_NOT_TO_DIE the Cornac Rogue level 16
7th Dusk 122nd year of Ascendancy at 16:17 see stats
By TRYING_MY_BEST_NOT_TO_DIE the Cornac Rogue level 33
33rd Regrowth 123rd year of Ascendancy at 10:00 see stats
Log
Rogue's Brew is still on cooldown for 20 turns.
TRYING_MY_BEST_NOT_TO_DIE's Inner Demon's Quickdraw Knife performs a melee critical strike against TRYING_MY_BEST_NOT_TO_DIE!
TRYING_MY_BEST_NOT_TO_DIE's Inner Demon's Quickdraw Knife misses TRYING_MY_BEST_NOT_TO_DIE.
TRYING_MY_BEST_NOT_TO_DIE's Inner Demon's Quickdraw Knife hits TRYING_MY_BEST_NOT_TO_DIE for 120 physical damage.
Melee retaliation hits TRYING_MY_BEST_NOT_TO_DIE's Inner Demon for 1 acid damage.
Siiad the thalore uses Distortion Bolt.
TRYING_MY_BEST_NOT_TO_DIE uses Tumble.
TRYING_MY_BEST_NOT_TO_DIE uses Tumble.
TRYING_MY_BEST_NOT_TO_DIE succumbs to the nightmare!
TRYING_MY_BEST_NOT_TO_DIE's Inner Demon manifests!
TRYING_MY_BEST_NOT_TO_DIE is no longer suffering from insomnia.
You end your Shadow Dance.
TRYING_MY_BEST_NOT_TO_DIE is no longer distorted.
Deadly Poison from TRYING_MY_BEST_NOT_TO_DIE's Inner Demon hits TRYING_MY_BEST_NOT_TO_DIE for 16 nature damage.
Waking Nightmare from Siiad the thalore hits TRYING_MY_BEST_NOT_TO_DIE for 64 darkness damage.
Orivisric the dwarf briefly catches sight of you!
Orivisric the dwarf uses Shadow's Path.
TRYING_MY_BEST_NOT_TO_DIE reacts to damage from Shadow, mitigating the blow!.
TRYING_MY_BEST_NOT_TO_DIE reacts to damage from Something, mitigating the blow!.
Something hits TRYING_MY_BEST_NOT_TO_DIE for (81 reacted , -5 stam), 162 physical (162 total damage).
Shadow hits TRYING_MY_BEST_NOT_TO_DIE for (135 reacted , -5 stam), 270 physical (270 total damage).
TRYING_MY_BEST_NOT_TO_DIE loses sight!
TRYING_MY_BEST_NOT_TO_DIE succumbs to the nightmare!
TRYING_MY_BEST_NOT_TO_DIE's Inner Demon manifests!
TRYING_MY_BEST_NOT_TO_DIE has regained its confidence.
Deadly Poison from TRYING_MY_BEST_NOT_TO_DIE's Inner Demon hits TRYING_MY_BEST_NOT_TO_DIE for 16 nature damage.
Waking Nightmare from Siiad the thalore hits TRYING_MY_BEST_NOT_TO_DIE for 62 darkness damage.
TRYING_MY_BEST_NOT_TO_DIE the level 35 cornac rogue was darkened to death by Siiad the thalore on level 1 of Ambush!.
Stealth is still on cooldown for 4 turns.